How to 22C
22C is one of Kouma's most advanced tools, most powerful, and, very simply, changes the game quite drastically for the next situation where the players need to outguess one another. So, the goal of 22C is to activate it in a position where you can initiate a guessing situation, do so, and then take the (offensive) action most probable for success depending on the status of your opponent.
When to activate:
You don't want 22C to hit your opponent on non-counterhit because the resulting situation is very difficult to get the use of 22C superarmor from. In other words, you want 22C to either: Counter-hit, or be blocked.
The first hit of 236b is EX-cancellable. 236b and the rekkas in general are also easily punishable, but reaches far, has a hit of superarmor, and is a good poke disregarding how unforgiving it is. When you are willing to 22C and have the meter, random 236b becomes strong. Either it hits and you lead into a knockdown, or it's blocked....and you cancel it into a blocked 22C. This is the easiest and probably the best way to get a blocked 22C in. As for getting a CH 22C in....there are a lot of ways to bait CHs. Frame traps, shielding, guessing right, the list goes on; it's more part of basic melty play than anything Kouma-specific so I won't list it here. 22C is also a great wakeup tool if you're willing to gamble that your opponent will use some meaty move when you wake up.
Engaging:
CH 22C is easy: just 2C and go into the oki of your choice. It doesn't even need to be a real oki. Dance around if you want, because 22C superarmor will change your opponents way of play and often confuse them, and usually if they don't know what's going on and you do, you cash in big. If you do something unexpected it could throw off a player who's used to identifying and dealing with your oki.
Blocked 22C, you have two options. Dash in or IAD in, depending on if you think they'll try an air escape or ground escape (usually they'll go by habit because of which moveset of theirs, ground or air, is better). 22b is too slow and restricting and readable. If your opponent is not in the corner after the pushback from the 22C, you're going to have a very unfavorable situation and will have to read your opponent early on (next step).
Reading your opponent and punishing:
The first part of this is easy. Find out where they're going. The smartest thing to do (usually) against a superarmored Kouma is to run away and avoid him. You need to cut your opponent off, which is why it's best to have them in the corner, where it's a lot easier to do.
The second part is hard. You need to figure out what they're going to do to you, or if they're going to block. Remember this: when you activate 22c and somehow the end result is you getting thrown or airthrown, you lose. If you're in their face and you have superarmor, you can flat out guess and you'll probably win too. But in maximizing the use of superarmor we can create some better odds. With those in mind, you want to bait something from your opponent for your best chance of success. It usually doesn't matter what you bait, because many things become safe for you and dangerous for them so you can get very creative here, and through that, very unpredictable. Example: intentionally whiff A grab in front of their face. When they go by instinct to take the free combo, 5b them in the face and go into a corner combo that doesn't have reduced damage due to 2a's. It'll hurt. A lot. You've paid 200% meter for 5k+ damage, but the technique you used to do it was your key to beating out (maybe even gimmicking out) a player who's much better than you.
22c is Kouma's trump card, his hidden forbidden jutsu. When things got hot and intense, pull this out for the win and you'll be hearing dramatic music following it.
(i might add more to this later, after i finish this calculus project. at 1:40 am. >_>)